void TriangulateAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e) { //alter channel center if (cell.HasRoads) { TriangulateRoadAdjacentToRiver(direction, cell, center, e); } if (cell.HasRiverThroughEdge(direction.Next())) { if (cell.HasRiverThroughEdge(direction.Previous())) { center += HexMetric.GetSolidEdgeMiddle(direction) * (HexMetric.innerToOuter * 0.5f); } else if (cell.HasRiverThroughEdge(direction.Previous2())) { center += HexMetric.GetFirstSolidCorner(direction) * 0.25f; } } else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2())) { center += HexMetric.GetSecondSolidCorner(direction) * 0.25f; } EdgeVertices m = new EdgeVertices(Vector3.Lerp(center, e.v1, 0.5f), Vector3.Lerp(center, e.v5, 0.5f)); TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex); TriangulateEdgeFan(center, m, cell.TerrainTypeIndex); if (!cell.IsUnderwater && !cell.HasRiverThroughEdge(direction)) { features.AddFeature((center + e.v1 + e.v5) * (1f / 3f), cell); } }
void TriangulateOpenWater(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center) { Vector3 c1 = center + HexMetric.GetFirstWaterCorner(direction); Vector3 c2 = center + HexMetric.GetSecondWaterCorner(direction); water.AddTriangle(center, c1, c2); if (direction <= HexDirection.SE && neighbor != null) { Vector3 bridge = HexMetric.GetWaterBridge(direction); Vector3 e1 = c1 + bridge; Vector3 e2 = c2 + bridge; water.AddQuad(c1, c2, e1, e2); if (direction <= HexDirection.E) { HexCell nextNeighbor = cell.GetNeighbor(direction.Next()); if (nextNeighbor == null || !nextNeighbor.IsUnderwater) { return; } water.AddTriangle( c2, e2, c2 + HexMetric.GetWaterBridge(direction.Next()) ); } } }
private void TriangulateCornerCliffTerraces(Vector3 begin, HexCell beginCell, Vector3 left, HexCell leftCell, Vector3 right, HexCell rightCell) { float b = 1f / (leftCell.Elevation - beginCell.Elevation); if (b < 0) { b = -b; } Vector3 boundary = Vector3.Lerp(HexMetric.Perturb(begin), HexMetric.Perturb(left), b); Color boundaryColor = Color.Lerp(color1, color2, b); Vector3 types; types.x = beginCell.TerrainTypeIndex; types.y = leftCell.TerrainTypeIndex; types.z = rightCell.TerrainTypeIndex; //lower connection TriangulateBoundaryTriangle(right, color3, begin, color1, boundary, boundaryColor, types); //upper terrace connection if (leftCell.GetEdgeType(rightCell) == HexEdgeType.Slope) { TriangulateBoundaryTriangle(left, color2, right, color3, boundary, boundaryColor, types); } else //upper cliff connection { terrain.AddTriangleUnperturbed(HexMetric.Perturb(left), HexMetric.Perturb(right), boundary); terrain.AddTriangleColor(color2, color3, boundaryColor); terrain.AddTriangleTerrainTypes(types); } }
void TriangulateBoundaryTriangle(Vector3 begin, Color beginColor, Vector3 left, Color leftColor, Vector3 boundary, Color boundaryColor, Vector3 types) { Vector3 v2 = HexMetric.Perturb(HexMetric.TerraceLerp(begin, left, 1)); Color c2 = HexMetric.TerraceLerp(beginColor, leftColor, 1); // first triangle terrain.AddTriangleUnperturbed(HexMetric.Perturb(begin), v2, boundary); terrain.AddTriangleColor(beginColor, c2, boundaryColor); terrain.AddTriangleTerrainTypes(types); //connect terrace with cliff for (int i = 2; i < HexMetric.terraceSteps; i++) { Vector3 v1 = v2; Color c1 = c2; v2 = HexMetric.Perturb(HexMetric.TerraceLerp(begin, left, i)); c2 = HexMetric.TerraceLerp(beginColor, leftColor, i); terrain.AddTriangleUnperturbed(v1, v2, boundary); terrain.AddTriangleColor(c1, c2, boundaryColor); terrain.AddTriangleTerrainTypes(types); } //last triangle terrain.AddTriangleUnperturbed(v2, HexMetric.Perturb(left), boundary); terrain.AddTriangleColor(c2, leftColor, boundaryColor); terrain.AddTriangleTerrainTypes(types); }
void OnEnable() { if (!HexMetric.noiseSource) { HexMetric.InitializeHashGrid(seed); HexMetric.noiseSource = noiseSource; //HexMetric.InitializeHashGrid(seed); } }
public void AddTriangle(Vector3 v1, Vector3 v2, Vector3 v4) { int vertexIndex = vertices.Count; vertices.Add(HexMetric.Perturb(v1)); vertices.Add(HexMetric.Perturb(v2)); vertices.Add(HexMetric.Perturb(v4)); triangles.Add(vertexIndex); triangles.Add(vertexIndex + 1); triangles.Add(vertexIndex + 2); }
internal static EdgeVertices TerraceLerp(EdgeVertices a, EdgeVertices b, int step) { EdgeVertices result; result.v1 = HexMetric.TerraceLerp(a.v1, b.v1, step); result.v2 = HexMetric.TerraceLerp(a.v2, b.v2, step); result.v3 = HexMetric.TerraceLerp(a.v3, b.v3, step); result.v4 = HexMetric.TerraceLerp(a.v4, b.v4, step); result.v5 = HexMetric.TerraceLerp(a.v5, b.v5, step); return(result); }
void TriangulateWaterfallInWater(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, float y1, float y2, float waterY) { v1.y = v2.y = y1; v3.y = v4.y = y2; v1 = HexMetric.Perturb(v1); v2 = HexMetric.Perturb(v2); v3 = HexMetric.Perturb(v3); v4 = HexMetric.Perturb(v4); float t = (waterY - y2) / (y1 - y2); v3 = Vector3.Lerp(v3, v1, t); v4 = Vector3.Lerp(v4, v2, t); rivers.AddQuadUnperturbed(v1, v2, v3, v4); rivers.AddQuadUV(0f, 1f, 0.8f, 1f); }
Transform PickPrefab(int level, float hash, float choice) { if (level > 0) { float[] thresholds = HexMetric.GetFeatureThresholds(level - 1); for (int i = 0; i < thresholds.Length; i++) { if (hash < thresholds[i]) { return(urbanCollections[i].Pick(choice)); } } } return(null); }
public void AddFeature(Vector3 position, HexCell cell) { HexHash hash = HexMetric.SampleHashGrid(position); Transform prefab = PickPrefab(cell.UrbanLevel, 0, 0); if (!prefab) { return; } Transform instance = Instantiate(prefab); position.y += instance.localScale.y * 0.5f; instance.localPosition = HexMetric.Perturb(position); instance.localRotation = Quaternion.Euler(0f, 360f, 0f); instance.SetParent(container, false); }
void TriangulateWaterShore(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center) { EdgeVertices e1 = new EdgeVertices( center + HexMetric.GetFirstWaterCorner(direction), center + HexMetric.GetSecondWaterCorner(direction) ); water.AddTriangle(center, e1.v1, e1.v2); water.AddTriangle(center, e1.v2, e1.v3); water.AddTriangle(center, e1.v3, e1.v4); water.AddTriangle(center, e1.v4, e1.v5); Vector3 center2 = neighbor.Position; center2.y = center.y; EdgeVertices e2 = new EdgeVertices( center2 + HexMetric.GetSecondSolidCorner(direction.Opposite()), center2 + HexMetric.GetFirstSolidCorner(direction.Opposite()) ); if (cell.HasRiverThroughEdge(direction)) { TriangulateEstuary(e1, e2, cell.IncomingRiver == direction); } else { waterShore.AddQuad(e1.v1, e1.v2, e2.v1, e2.v2); waterShore.AddQuad(e1.v2, e1.v3, e2.v2, e2.v3); waterShore.AddQuad(e1.v3, e1.v4, e2.v3, e2.v4); waterShore.AddQuad(e1.v4, e1.v5, e2.v4, e2.v5); waterShore.AddQuadUV(0f, 0f, 0f, 1f); waterShore.AddQuadUV(0f, 0f, 0f, 1f); waterShore.AddQuadUV(0f, 0f, 0f, 1f); waterShore.AddQuadUV(0f, 0f, 0f, 1f); } HexCell nextNeighbor = cell.GetNeighbor(direction.Next()); if (nextNeighbor != null) { Vector3 v3 = nextNeighbor.Position + (nextNeighbor.IsUnderwater ? HexMetric.GetFirstWaterCorner(direction.Previous()) : HexMetric.GetFirstSolidCorner(direction.Previous())); v3.y = center.y; waterShore.AddTriangle(e1.v5, e2.v5, v3); waterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f)); } }
internal void Refresh(int newx, int newz) { heightNoise = new CoherentNoise.Generation.ValueNoise2D(seed); temperatureNoise = new CoherentNoise.Generation.ValueNoise2D(seed + 1); chunkCountX = newx; chunkCountZ = newz; UnityEngine.Random.InitState(seed); //component setup HexMetric.noiseSource = noiseSource; HexMetric.InitializeHashGrid(seed); // set grid size grid = new HexCell[cellCountX * cellCountZ]; cellCountX = chunkCountX * HexMetric.chunkSizeX; cellCountZ = chunkCountZ * HexMetric.chunkSizeZ; CreateChunks(); CreateCells(true); }
void Triangulate(HexDirection direction, HexCell cell) { Vector3 center = cell.Position; EdgeVertices e = new EdgeVertices( center + HexMetric.GetFirstSolidCorner(direction), center + HexMetric.GetSecondSolidCorner(direction) ); if (cell.HasRiver) { if (cell.HasRiverThroughEdge(direction)) { e.v3.y = cell.StreamBedY; if (cell.HasRiverBeginOrEnd) { TriangulateWithRiverBeginOrEnd(direction, cell, center, e); } else { TriangulateWithRiver(direction, cell, center, e); } } else { TriangulateAdjacentToRiver(direction, cell, center, e); } } else { TriangulateWithoutRiver(direction, cell, center, e); if (!cell.IsUnderwater && !cell.HasRiverThroughEdge(direction)) { features.AddFeature((center + e.v1 + e.v5) * (1f / 3f), cell); } } if (direction <= HexDirection.SE) { TriangulateConnection(direction, cell, e); } if (cell.IsUnderwater) { TriangulateWater(direction, cell, center); } }
void TriangulateEdgeTerraces(EdgeVertices begin, HexCell beginCell, EdgeVertices end, HexCell endCell, bool hasRoad) { EdgeVertices e2 = EdgeVertices.TerraceLerp(begin, end, 1); Color c2 = HexMetric.TerraceLerp(color1, color2, 1); float t1 = beginCell.TerrainTypeIndex; float t2 = endCell.TerrainTypeIndex; //first task TriangulateEdgeStrip(begin, color1, t1, e2, c2, t2, hasRoad); //process of creating actual steps for (int i = 2; i < HexMetric.terraceSteps; i++) { EdgeVertices e1 = e2; Color c1 = c2; e2 = EdgeVertices.TerraceLerp(begin, end, i); c2 = HexMetric.TerraceLerp(color1, color2, i); TriangulateEdgeStrip(e1, c1, t1, e2, c2, t2, hasRoad); } //last task TriangulateEdgeStrip(e2, c2, t1, end, color2, t2, hasRoad); }
void TriangulateCornerTerraces(Vector3 begin, HexCell beginCell, Vector3 left, HexCell leftCell, Vector3 right, HexCell rightCell) { Vector3 v3 = HexMetric.TerraceLerp(begin, left, 1); Vector3 v4 = HexMetric.TerraceLerp(begin, right, 1); Color c3 = HexMetric.TerraceLerp(color1, color2, 1); Color c4 = HexMetric.TerraceLerp(color1, color3, 1); Vector3 types; types.x = beginCell.TerrainTypeIndex; types.y = leftCell.TerrainTypeIndex; types.z = rightCell.TerrainTypeIndex; terrain.AddTriangle(begin, v3, v4); terrain.AddTriangleColor(color1, c3, c4); terrain.AddTriangleTerrainTypes(types); for (int i = 2; i < HexMetric.terraceSteps; i++) { Vector3 v1 = v3; Vector3 v2 = v4; Color c1 = c3; Color c2 = c4; v3 = HexMetric.TerraceLerp(begin, left, i); v4 = HexMetric.TerraceLerp(begin, right, i); c3 = HexMetric.TerraceLerp(color1, color2, i); c4 = HexMetric.TerraceLerp(color1, color3, i); terrain.AddQuad(v1, v2, v3, v4); terrain.AddQuadColor(c1, c2, c3, c4); terrain.AddQuadTerrainTypes(types); } terrain.AddQuad(v3, v4, left, right); terrain.AddQuadColor(c3, c4, color2, color3); terrain.AddQuadTerrainTypes(types); }
void TriangulateConnection(HexDirection direction, HexCell cell, EdgeVertices e1) { //Is border cell? HexCell neighbor = cell.GetNeighbor(direction); if (neighbor == null) { return; } //create bridge between cells Vector3 bridge = HexMetric.GetBridge(direction); bridge.y = neighbor.Position.y - cell.Position.y; EdgeVertices e2 = new EdgeVertices(e1.v1 + bridge, e1.v5 + bridge); if (cell.HasRiverThroughEdge(direction)) { e2.v3.y = neighbor.StreamBedY; if (!cell.IsUnderwater) { if (!neighbor.IsUnderwater) { TriangulateRiverQuad(e1.v2, e1.v4, e2.v2, e2.v4, cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f, cell.HasIncomingRiver && cell.IncomingRiver == direction); } else if (cell.Elevation > neighbor.WaterLevel) { TriangulateWaterfallInWater(e1.v2, e1.v4, e2.v2, e2.v4, cell.RiverSurfaceY, neighbor.RiverSurfaceY, neighbor.WaterSurfaceY); } } else if ( !neighbor.IsUnderwater && neighbor.Elevation > cell.WaterLevel) { TriangulateWaterfallInWater(e2.v4, e2.v2, e1.v4, e1.v2, neighbor.RiverSurfaceY, cell.RiverSurfaceY, cell.WaterSurfaceY); } } if (cell.GetEdgeType(direction) == HexEdgeType.Slope) { TriangulateEdgeTerraces(e1, cell, e2, neighbor, cell.HasRoadThroughEdge(direction)); } else // cliffs or flat cells { TriangulateEdgeStrip(e1, color1, cell.TerrainTypeIndex, e2, color2, cell.TerrainTypeIndex, cell.HasRoadThroughEdge(direction)); } //create triangle that connects three cells together HexCell nextNeighbor = cell.GetNeighbor(direction.Next()); if (direction <= HexDirection.E && nextNeighbor != null) { Vector3 v5 = e1.v5 + HexMetric.GetBridge(direction.Next()); v5.y = nextNeighbor.Position.y; if (cell.Elevation <= neighbor.Elevation) { if (cell.Elevation <= nextNeighbor.Elevation) { TriangulateCorner(e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor); } else { TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor); } } else if (neighbor.Elevation <= nextNeighbor.Elevation) { TriangulateCorner(e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell); } else { TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor); } } }
void TriangulateWithRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e) { //outer walls Vector3 centerL, centerR; if (cell.HasRiverThroughEdge(direction.Opposite())) { centerL = center + HexMetric.GetFirstSolidCorner(direction.Previous()) * 0.25f; centerR = center + HexMetric.GetSecondSolidCorner(direction.Next()) * 0.25f; } // sharp turns else if (cell.HasRiverThroughEdge(direction.Next())) { centerL = center; centerR = Vector3.Lerp(center, e.v5, 2f / 3f); } else if (cell.HasRiverThroughEdge(direction.Previous())) { centerL = Vector3.Lerp(center, e.v1, 2f / 3f); centerR = center; } // two way turns else if (cell.HasRiverThroughEdge(direction.Next2())) { centerL = center; centerR = center + HexMetric.GetSolidEdgeMiddle(direction.Next()) * (0.5f * HexMetric.innerToOuter); } else { centerL = center + HexMetric.GetSolidEdgeMiddle(direction.Previous()) * (0.5f * HexMetric.innerToOuter); centerR = center; } //mid point of channel EdgeVertices m = new EdgeVertices(Vector3.Lerp(centerL, e.v1, 0.5f), Vector3.Lerp(centerR, e.v5, 0.5f), 1f / 6f); m.v3.y = center.y = e.v3.y; //fill area TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex); terrain.AddTriangle(centerL, m.v1, m.v2); terrain.AddQuad(centerL, center, m.v2, m.v3); terrain.AddQuad(center, centerR, m.v3, m.v4); terrain.AddTriangle(centerR, m.v4, m.v5); terrain.AddTriangleColor(color1); terrain.AddQuadColor(color1); terrain.AddQuadColor(color1); terrain.AddTriangleColor(color1); Vector3 types; types.x = types.y = types.z = cell.TerrainTypeIndex; terrain.AddTriangleTerrainTypes(types); terrain.AddQuadTerrainTypes(types); terrain.AddQuadTerrainTypes(types); terrain.AddTriangleTerrainTypes(types); //river water quads if (!cell.IsUnderwater) { bool reversed = cell.IncomingRiver == direction; TriangulateRiverQuad(centerL, centerR, m.v2, m.v4, cell.RiverSurfaceY, 0.4f, reversed); TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed); } }
private void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e) { bool hasRoadThroughEdge = cell.HasRoadThroughEdge(direction); bool previousHasRiver = cell.HasRiverThroughEdge(direction.Previous()); bool nextHasRiver = cell.HasRiverThroughEdge(direction.Next()); Vector2 interpolators = GetRoadInterpolators(direction, cell); Vector3 roadCenter = center; if (cell.HasRiverBeginOrEnd) { roadCenter += HexMetric.GetSolidEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f); } else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite()) { Vector3 corner; if (previousHasRiver) { if ( !hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()) ) { return; } corner = HexMetric.GetSecondSolidCorner(direction); } else { if ( !hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()) ) { return; } corner = HexMetric.GetFirstSolidCorner(direction); } roadCenter += corner * 0.5f; center += corner * 0.25f; } else if (cell.IncomingRiver == cell.OutgoingRiver.Previous()) { roadCenter -= HexMetric.GetSecondCorner(cell.IncomingRiver) * 0.2f; } else if (cell.IncomingRiver == cell.OutgoingRiver.Next()) { roadCenter -= HexMetric.GetFirstCorner(cell.IncomingRiver) * 0.2f; } else if (previousHasRiver && nextHasRiver) { if (!hasRoadThroughEdge) { return; } Vector3 offset = HexMetric.GetSolidEdgeMiddle(direction) * HexMetric.innerToOuter; roadCenter += offset * 0.7f; center += offset * 0.5f; } else { HexDirection middle; if (previousHasRiver) { middle = direction.Next(); } else if (nextHasRiver) { middle = direction.Previous(); } else { middle = direction; } if ( !cell.HasRoadThroughEdge(middle) && !cell.HasRoadThroughEdge(middle.Previous()) && !cell.HasRoadThroughEdge(middle.Next()) ) { return; } roadCenter += HexMetric.GetSolidEdgeMiddle(middle) * 0.25f; } Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x); Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y); TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge); if (previousHasRiver) { TriangulateRoadEdge(roadCenter, center, mL); } if (nextHasRiver) { TriangulateRoadEdge(roadCenter, mR, center); } }
public HexEdgeType GetEdgeType(HexDirection direction) { return(HexMetric.GetEdgeType(info.elevation, neighbors[(int)direction].info.elevation)); }
public HexEdgeType GetEdgeType(HexCell otherCell) { return(HexMetric.GetEdgeType(info.elevation, otherCell.info.elevation)); }